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User:Tealboi01/Sandbox

From The Codex
Magnus rushes in!
~ Magnus' headline

Background

Magnus Hyphen Terry "The Hammer" Burnsides is a player character in The Adventure Zone Arc: Balance campaign controlled by Travis McElroy. He is a human fighter who was trained in rogue skills by Carey Fangbattle during the third Lunar Interlude. He has a lawful good alignment with a history of carpentry. He once made a pretty awesome chair, impressing the entire town and becoming a folk hero. Helping with this are his roots as "common folk" and his rustic charm. Magnus is a "man of action" who believes that "thinking is for other people."

Powers and Stats

Tier: 7-C

Name: Magnus Burnsides

Origin: The Adventure Zone: Balance

Gender: Male

Age: 32

Classification: Human, Fighter/Rogue

Attack Potency: Town level (Can harm those who can harm)

Dimensionality: 3-D

Travel Speed: Athletic Human

Combat Speed: Massively Hypersonic (Comparable to reaction speed)

Reaction Speed: Massively Hypersonic (Can dodge lightning)

Lifting Strength: Class 10 (Could overpower a giant boar, who was described as being bigger than the party's battlewagon, which is the size of several cars. Has a strength score of 20, meaning he can carry this much)

Striking Strength: Town Class

Durability: Town level (Could tank a wave of fire from the Phoenix Fire Gauntlet, which was later shown to be powerful enough to turn an entire town into a flat circle of glass)

Stamina: Superhuman (Is unable to extract himself once he is in combat and has surpassed his limits during the midst of it)

Range: Standard Melee Range physically, Extended Melee Range with melee weapons, Tens of Meters with short bow

Powers and Abilities: Superhuman Physical Characteristics, Human Achievements (Is a folk hero, a master carpenter, earned a Champion’s Belt, and became the captain reclaimer of the Bureau of Balance and the head of security of the Red Robes), Genius Intelligence (Combat applicable only), Martial Arts (Is skilled in Judo), Weapon Mastery (Has an adept proficiency with every weapon), Stealth Mastery (Learned how to Sneak Attack), Vehicular Mastery (Of land vehicles), Statistics Amplification (Via Action Surge), Healing (Via Second Wind), Information Analysis (Know Your Enemy allows Magnus to observe a creature outside of combat to learn certain information about its capabilities compared to his own), Retrocognition (The Shield of Heroic Memories remembers it’s owner’s past battles and protects him better against enemies the owner has fought before), Supernatural Luck (Via his 2-th Necklace), Animal Manipulation (Is highly proficient in animal handling), Magnetism Manipulation (Magnetic Charge produces a magnetic field that repels metal objects), Fire Manipulation and Poison Manipulation (Via the Flaming Poisoning Raging Sword of DOOM), Matter Manipulation (The Glutten’s Fork can make any non-magical item edible), Sound Manipulation (The Tarantula Bracelet makes him silent while climbing), Resistance Manipulation (Via the Defender's Dial, which can grant him resistance to fire, ice, and lightning attacks)

Standard Equipment: Railsplitter, Phantom Fist, Defender’s Dial, Shield of Heroic Memories, Chance Lance, Magnetic Charge, Flaming Poisoning Raging Sword of DOOM, Rapier, Shortbow

Intelligence: Average academic intelligence and streets smarts (Has an intelligence score of 10, which grants him this level of intelligence and is rather dense and reckless), Genius in combat (Magnus is an expert in tactics to compensate for his lack of magic, using the environment to his advantage and making the most out of sticky situations with improvised weapons. He’s also proficient with any weapon he gets his hands on)

Standard Tactics: Magnus will rush into combat and will focus on overpowering his opponent through sheer strength while taking advantage of his environment.

Weaknesses: Runs into danger without thought and doesn’t consider his own life in battle, wanting to die a dramatic death so that he may see his wife, Julia in the afterlife. Is afraid of spiders.

Notable Attacks/Techniques:

Fighter

  • Fighting Style
    • Protection Fighter: While wielding a shield, Magnus can impose disadvantage on attack rolls against characters within 5 feet.
  • Second Wind: Magnus has a limited well of stamina that he can draw on to protect himself from harm. On Magnus' turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter level. Once he uses this feature, Magnus must finish a short or long rest before he can use it again.
  • Action Surge: Magnus can push himself beyond his normal limits for a moment. On Magnus' turn, he can take one additional action on top of his regular action and a possible bonus action.
  • Martial Archetype: Battle Master
    • Maneuvers
      • Commander's Strike - When Magnus takes the Attack action on his turn, he can forgo one of his attacks and use a bonus action to direct one of his companions to strike.
      • Disarming Attack - When Magnus hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding.
      • Goading Attack - When Magnus hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him.
      • Parry - When another creature damages Magnus with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the number he rolls on his superiority die + his Dexterity modifier.
      • Riposte - When a creature misses Magnus with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature.
      • Precision Strike - When Magnus makes a weapon attack roll against a creature, he can expend one superiority die to add it to the roll.
    • Know Your Enemy: If Magnus spends at least one minute observing or interacting with a creature outside combat, he can learn certain information about its capabilities compared to his own.
  • Extra Attack: Magnus can attack three times instead of once, whenever he takes the Attack action on his turn.
  • Indomitable: Magnus can reroll a saving throw that he fails. If he does so, he must use the new roll, and he can't use this feature again until he finishes a long rest.

Rogue

  • Expertise: Magnus chooses two of their skill proficiencies or one of his skill proficiencies and his proficiency with thieves’ tools. Magnus' proficiency bonus is doubled for any ability check he makes that uses either of the chosen proficiencies.
  • Stealth Attack: When attacking with advantage while using a finesse weapon or a ranged weapon, Magnus adds 1d6 damage on the attack.
  • Thieves' Cant: During Magnus' rogue training, he learned thieves’ cant, a secret mix of dialect, jargon, and code that allows him to hide messages in seemingly normal conversation. Only another creature that knows thieves cant understands such messages.
  • Cunning Action: Once per turn, Magnus can take a bonus action and either dash, disengage or hide.

Feats

  • Dual Wielder: Magnus mastered fighting with two weapons, gaining the following benefits:
    • He gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand.
    • He can use two-weapon fighting even when the one-handed melee weapons he is wielding aren’t light.
    • He can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches:

Discussions (Link For Mobile Users):

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